| GM MattMorris |
You can sweep the entrance clear, and reasonably quietly, too.
The cave entrance is as described above. At the back of the chamber, tunnels turn to the north and southeast.
| Orm Blueleaf |
It worked ok last time, so Orm with stealth ahead and peek around the corners.
| GM MattMorris |
To the north, Orm sees what appears to be an abandoned camp. Torches burnt out years ago jut out from crude holes in the walls of this cavern. A fire pit and the remnants of a makeshift camp stand at the center of the chamber. Chunks of granite and dirt are heaped against the rocky walls, as if someone attempted to clear the cave’s floor.
To the southeast, the roof of the cavern descends to 5-feet tall. There's a pillar in the center of the cavern and the floor is covered in soft lichen. A small sack rests against the pillar.
| Orm Blueleaf |
Orm returns to describe the strange sights. He'll leave it to more clever allies to figure out what to do.
| Orm Blueleaf |
Orm will wave the team forward when they don't respond, and then he'll explore the "camp" room to the north.
| GM MattMorris |
The ceiling in this cave is about 7 feet high. A dry patch in the western edge of the cavern is swept clean of rubble and contains a threadbare bedroll and an old, cracked waterskin near a disused fire pit. Tucked in the bedroll is an old notebook.
Toward the end of her journal, the writer confides her fears that Andera Paldreen, a competent deputy working to rise in the constabulary, has obtained evidence of her guilt. The journal’s final entry is dated 4712 ar.
In addition to the memoirs, the text contains a sketch of the cave system, with an area to the southeast “Wanderer’s Folly – Danger!” The journal also references stolen items hidden in a tree in a nearby glade. (From the description, you think the glade is quite nearby.)
You also find several useful items left in a shallow pit in the cave’s northeastern corner. A chest buried in the pit holds a clandestine cloak, infiltrator thieves’ tools, infiltrator picks, and eight garnets worth 10 gp each.
Thelonious Junebug
|
Orm will wave the team forward when they don't respond, and then he'll explore the "camp" room to the north.
** spoiler omitted **
Sorry, Brian!
"Hmm, I don't know what to make of all this. I guess somebody used to camp here?"
Thelonious picks up the journal and peruses it.
"Well, I bet Paldreen would be interested in this. Maybe she can tell us how the story ends, anyway. In the meantime, though, Wanderer's Folly sounds like a place we should definitely check out and I'm well into free loot in nearby glades."
| Orm Blueleaf |
"Yes, although the 'Danger' warning should give us pause. The question is, what's the danger, the lichen, the pillar or the sack?"
If we approach that room but don't enter is there a knowledge check we could try to either see if that phrase rings a bell or to ID a danger in the room?
| Orm Blueleaf |
p.s., those thieves tools: "Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices." So those go to Derrick along with the picks?
Cloak details, who wants? Humperdink or Thelonious?: When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.
Activate Two Actions envision, Interact; Frequency once per day; Effect You pull the cloak’s hood up and gain the benefits of nondetection for 1 hour or until you pull the hood back down, whichever comes first.
| GM MattMorris |
1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 9 ⇒ (2) + 9 = 11
1d20 + 9 ⇒ (17) + 9 = 26
1d20 + 12 ⇒ (16) + 12 = 28
1d20 + 13 ⇒ (1) + 13 = 14
1d20 + 9 ⇒ (14) + 9 = 23
1d20 + 11 ⇒ (15) + 11 = 26
Warned by the journal, Orm and Thelonius are able to spot a dangerous patch of fungus. Thelonius recognizes it from a description in a Chelish opera he once saw: It's yellow mold!
The aria about the hazard was called "Help, I'm Coughing Blood!" (Much more poetic in the original Azlanti.)
The mold is concentrated around the pillar, but you should be able to avoid it if you don't wander too close. There is a cloth bag at the bottom of the pillar that might tempt you into the danger zone.
Jason, can you send me your character sheet when you have a minute? I think your Perception modifier is wrong.
| GM MattMorris |
Could Thelonious use mage hand to move the bag?
That would work fine. 3rd-level mage hand can lift up to 1 Bulk, and its not limited to non-magical.
Thelonious Junebug
|
re: the cloak, Thelonious is no very stealthy but the fading into the background bit might be useful. IDK what Jason's build is all about. But Jason if you want it you can have it. The lockpicks, etc. should definitely go to Derrick.
Thelonious, curious as denizens of the First World so often are, inches closer and closer to the mold, wanting to see how close he can get without setting it off. He watches the yellow stuff carefully as he toes the invisible line, and when a ripple disturbs the shaggy rows of fungal fibers, he stops, raises to his tiptoes and leans out still farther. Standing on one leg, with his other crooked behind him for balance, he leans toward the bag and when he sees he can go absolutely no further, casts mage hand to drag it closer.
| GM MattMorris |
An impressive performance! Thelonius snags the bag, and inside he finds a small reed packed with silver powder and labeled dust of appearance. The bag also holds a lesser elixir of life and a silver lensatic compass (worth 30 gp) engraved with the words “Always find your way back to me.”
The bag itself also appears obviously magical in nature: It holds far more than it should be able to. (It's a type I bag of holding.
| Orm Blueleaf |
Once the bag is secured, we'll head down the southern path.
I've moved us into position, but feel free to adjust where I put you. Also, Tim, kudos on the description of Thelonious getting the bag. That's the kind of descriptive text that I'll try to do more of; it's the strength of this format, taking the time for that kind of narrative, but I find too often in my rush to get things posted I don't do it.
| GM MattMorris |
This oblong cave has a strong smell of animals. Bones, antlers, and scraps of fur are piled to the east and west. Low passages lead out of this chamber to the north and south, with a foul smell emanating from the south passage. The ceiling in this room is only 6 feet high.
A scraggly looking pack of wolves lairs here! The largest of them catches the delicious scent of ghoran and lets out a low growl.
Thelonius: 1d20 + 9 ⇒ (11) + 9 = 20
Orm: 1d20 + 12 ⇒ (20) + 12 = 32
Derrikk: 1d20 + 12 ⇒ (5) + 12 = 17
Humperdinck: 1d20 + 8 ⇒ (13) + 8 = 21
Black: 1d20 + 10 ⇒ (11) + 10 = 21
Red: 1d20 + 7 ⇒ (11) + 7 = 18
Blue: 1d20 + 7 ⇒ (18) + 7 = 25
Orange: 1d20 + 7 ⇒ (11) + 7 = 18
Gray: 1d20 + 7 ⇒ (14) + 7 = 21
Pink: 1d20 + 7 ⇒ (3) + 7 = 10
White: 1d20 + 7 ⇒ (4) + 7 = 11
~+~Combat Round 1~+~
Orm
Blue
Black
Gray
Humperdinck
Thelonius
Derrikk
Red
Orange
Pink
White
I delayed some of the wolves to make this combat a little more manageable. To help with flow, the normal wolves are AC 15 and 24 HP
Thelonious Junebug
|
Orm moves up to the first bunch of wolves, enters Mountain Stance, and flurries against Orange.
1d20 + 14 ⇒ (9) + 14 = 23
2d8 + 4 ⇒ (2, 4) + 4 = 10
1d20 + 14 - 5 ⇒ (5) + 14 - 5 = 14
2d8 + 4 ⇒ (5, 8) + 4 = 17
| GM MattMorris |
Thanks for botting, Tim.
Orm gives the orange wolf a solid smack on the snout and enters a defensive stance.
Two wolves and the dire wolf move into position and attempt to turn the monk into a snack.
Blue vs. Orm
jaws: 1d20 + 9 ⇒ (5) + 9 = 14 for piercing: 1d6 + 2 + 1d4 ⇒ (2) + 2 + (4) = 8
jaws: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16 for piercing: 1d6 + 2 + 1d4 ⇒ (3) + 2 + (3) = 8
Gray vs. Orm
jaws: 1d20 + 9 ⇒ (11) + 9 = 20 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7
jaws: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4
Black vs. Orm
jaws: 1d20 + 12 ⇒ (18) + 12 = 30 for piercing: 1d10 + 5 + 1d6 ⇒ (5) + 5 + (2) = 12
Only the large pack leader gets any purchase on Orm. He Grabs the monk in his jaws after biting him.
~+~Combat Round 1~+~
Orm (-12, Grabbed)
Blue
Black
Gray
Humperdinck
Thelonius
Derrikk
--Adora
Red
Orange (-10)
Pink
White
Thelonious Junebug
|
Thelonious gives a rousing speech.
Perform: 1d20 + 15 ⇒ (13) + 15 = 28
Lingering Inspire Courage for 3 rounds (+1 to attack and damage)
Derrikk
|
Derrikk sends Adora in for Blue and joins her with his bow.
Derrikk: selects prey.
HuntedShot1: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 for damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
HuntedShot2: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 for damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 x2 and +deadly: 1d10 ⇒ 7 for 19 if a crit (that's how deadly works, right?)
Adora moves and attacks
jaws: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 for damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8 x2 for 16 if a crit
| GM MattMorris |
Alex, your crit is going to take down blue, so I'll move Adora's attack to Black, if that's okay!
Encouraging words ring through the low-ceilinged cave as Derrick and Adora tear into the predators, taking down blue and injuring the large black wolf.
The pack of wolves nip at Orm repeatedly.
Red
bite: 1d20 + 9 ⇒ (10) + 9 = 19 for piercing: 1d6 + 2 + 1d4 ⇒ (2) + 2 + (2) = 6
bite: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4
bite: 1d20 + 9 - 10 ⇒ (20) + 9 - 10 = 19 for piercing: 1d6 + 2 + 1d4 ⇒ (4) + 2 + (1) = 7
Orange
bite: 1d20 + 9 ⇒ (7) + 9 = 16 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (2) = 5
bite: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13 for piercing: 1d6 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8
bite: 1d20 + 9 - 10 ⇒ (3) + 9 - 10 = 2 for piercing: 1d6 + 2 + 1d4 ⇒ (3) + 2 + (1) = 6
Pink
bite: 1d20 + 9 ⇒ (2) + 9 = 11 for piercing: 1d6 + 2 + 1d4 ⇒ (3) + 2 + (1) = 6
bite: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7
White
bite: 1d20 + 9 ⇒ (13) + 9 = 22 for piercing: 1d6 + 2 + 1d4 ⇒ (5) + 2 + (3) = 10
bite: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5 for piercing: 1d6 + 2 + 1d4 ⇒ (4) + 2 + (3) = 9
bite: 1d20 + 9 - 10 ⇒ (11) + 9 - 10 = 10 for piercing: 1d6 + 2 + 1d4 ⇒ (2) + 2 + (3) = 7
Orm stands strong, and only one bite connects. The pain of it flows through the magical connection to Humperdinck, splitting the damage.
Group Buffs: Inspire +1/+1
~+~Combat Round 1~+~
Orm (-15, Grabbed, SO)
Blue
Black (-16)
Gray
Humperdinck (-3, SO)
Thelonius
Derrikk
--Adora
Red
Orange (-10)
Pink
White
[spoiler=Orm]Black has 50 HP, AC 18, so if you take it down, feel free to put punches on another wolf.[/ooc]
| Orm Blueleaf |
Orm puts his life force into his extremities and whirls in a dance of punching.
Using ki strike, then flurry, then final action. Starting with Big Black, and then final on Orange if I did the math right.
Attack 1: flurry w/ IC: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
dmg 1?: 2d8 + 4 + 1 + 1d6 ⇒ (3, 8) + 4 + 1 + (5) = 21
Attack 2: flurry w/ IC: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
dmg 2?: 2d8 + 4 + 1 + 1d6 ⇒ (7, 8) + 4 + 1 + (3) = 23
Attack 3: w/ IC: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
dmg 3?: 2d8 + 4 + 1 + 1d6 ⇒ (3, 5) + 4 + 1 + (6) = 19
Derrikk
|
Alex, your crit is going to take down blue, so I'll move Adora's attack to Black, if that's okay!
Sounds good. I'll move her on the map
| GM MattMorris |
Orm's mighty punchs take our the big wolf and the orange wolf! The other wolves whine, but stick with it. Their attacks are easily dodged by the monk.
Blue
bite: 1d20 + 9 ⇒ (13) + 9 = 22 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (4) = 7
bite: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8 for piercing: 1d6 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
bite: 1d20 + 9 - 10 ⇒ (8) + 9 - 10 = 7 for piercing: 1d6 + 2 + 1d4 ⇒ (4) + 2 + (4) = 10
Gray (Flanked)
bite: 1d20 + 9 ⇒ (13) + 9 = 22 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (3) = 6
bite: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9 for piercing: 1d6 + 2 + 1d4 ⇒ (4) + 2 + (3) = 9
Group Buffs: Inspire +1/+1
~+~Combat Round 2~+~
Orm (-15, SO)
Blue
Black
Gray
Humperdinck (-3, SO)
Thelonius
Derrikk
--Adora
Red
Orange
Pink
White
Thelonious Junebug
|
Seeing that Humperdinck is taking damage from Orm, Thelonious moves up to protect him, then animates a stone and flings it at Pink.
Telekinetic Projectile: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
bludgeoning: 3d6 + 4 + 1 ⇒ (3, 5, 5) + 4 + 1 = 18
Derrikk
|
"I hate killing animals needlessly, why won't they just run now that their leader is down?"
Derrikk directs Adora to attack gray and takes a shot at them as well
jaws: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 for damage: 1d6 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5 1 of that is fire
arrow: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 for damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
| GM MattMorris |
Adora and Derrikk attack the gray wolf, and the arrow sinks deep into the predator.
Deadly: 1d10 ⇒ 6
Group Buffs: Inspire +1/+1
~+~Combat Round 2~+~
Orm (-15, SO)
Blue
Gray (-19)
Humperdinck (-3, SO)
Thelonius
Derrikk
--Adora
Red
Pink
White
| Humperdinck Tallfellow |
I'm sorry guys, the last two weeks at work have been the craziest of my life, every night and weekends up until past 10
Searing light on White: 1d20 + 11 ⇒ (10) + 11 = 215d6 ⇒ (4, 4, 6, 4, 2) = 20 Fire
| GM MattMorris |
That's rough! No worries, Jason.
White is barely standing after that blast of fire. Two of the remaining wolves are very injured, and start mournfully howling.
You hear a guttural answer coming from deeper in the cave system!
The red and white wolves snap at Orm.
Red
bite: 1d20 + 9 ⇒ (13) + 9 = 22 for piercing: 1d6 + 2 + 1d4 ⇒ (6) + 2 + (1) = 9
bite: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4
bite: 1d20 + 9 - 10 ⇒ (4) + 9 - 10 = 3 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4
White
bite: 1d20 + 9 ⇒ (6) + 9 = 15 for piercing: 1d6 + 2 + 1d4 ⇒ (3) + 2 + (1) = 6
bite: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24 for piercing: 1d6 + 2 + 1d4 ⇒ (1) + 2 + (2) = 5
bite: 1d20 + 9 - 10 ⇒ (2) + 9 - 10 = 1 for piercing: 1d6 + 2 + 1d4 ⇒ (6) + 2 + (2) = 10
In its desperation, the white gets in one lucky hit.
Group Buffs: Inspire +1/+1
~+~Combat Round 3~+~
Orm (-20, SO)
Gray (-19)
Humperdinck (-8, SO)
Thelonius
Derrikk
--Adora
Red
White (-20)
| Orm Blueleaf |
Orm becomes a blur of limbs as he strikes out. He’ll start with white, then move to gray then to red
Attack 1: flurry w/ IC: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
dmg 1?: 2d8 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16
Attack 2: flurry w/ IC: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
dmg 2?: 2d8 + 4 + 1 ⇒ (6, 8) + 4 + 1 = 19
Attack 3: w/ IC: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
dmg 3?: 2d8 + 4 + 1 ⇒ (6, 1) + 4 + 1 = 12
Attack 4: w/ IC: 1d20 ⇒ 11
dmg 3?: 2d8 + 4 + 1 ⇒ (7, 2) + 4 + 1 = 14
| GM MattMorris |
Orm takes out the white and gray wolves, leaving only red standing.
From the far cave mouth, a grotesque creature emerges, looking like a cross between a goblin and a wolf!
Group Buffs: Inspire +1/+1
~+~Combat Round 3~+~
Orm (-20, SO)
Orange
Humperdinck (-8, SO)
Thelonius
Derrikk
--Adora
Red
Thelonious Junebug
|
religion: 1d20 + 9 ⇒ (8) + 9 = 17
"Well, that's awful."
Thelonious casts Spiritual Weapon to attack that thing.
1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Derrikk
|
With Red having yet to be hit, Derrikk directs Adora to move and attack Red, while he focuses on the new threat and takes aim.
Jaws Vs Red: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 for damage: 1d6 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
HuntedShot1 Vs Orange: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 for damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4. If a crit, double it and add Deadly: 1d10 ⇒ 1
HuntedShot2 Vs Orange: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23 for damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
| GM MattMorris |
Humperdinnck casts a heal on Orm and then shields himself.
heal (I): 1d8 + 8 ⇒ (6) + 8 = 14
Thelonius' spiritual hammer misses the new creature. Adora takes a bite out of red and attracts the wolf's attention. Derrikk's first shot hits the large creature, but his second misses.
The red wolf snaps at Adora.
bite: 1d20 + 9 ⇒ (14) + 9 = 23 for piercing: 1d6 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20 for piercing: 1d6 + 2 ⇒ (3) + 2 = 5
bite: 1d20 + 9 - 10 ⇒ (19) + 9 - 10 = 18 for piercing: 1d6 + 2 ⇒ (4) + 2 = 6
Group Buffs: Inspire +1/+1
~+~Combat Round 4~+~
Orm (-6, SO)
Orange
Humperdinck (-8, SO)
Thelonius
Derrikk
--Adora (-4)
Red
Thelonious Junebug
|
I find that's how the math works against tougher foes in 2e. You're adding 15 to your first attack, so you should hit at least half the time.
| Orm Blueleaf |
Sorry! somehow missed it was my turn.
Orm will try to finish off this pesky red wolf.
Attack 1: flurry w/ IC: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
dmg 1?: 2d8 + 4 + 1 ⇒ (3, 5) + 4 + 1 = 13
Attack 2: flurry w/ IC: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
dmg 2?: 2d8 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12
Attack 3: w/ IC: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
dmg 3?: 2d8 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15
Attack 4: w/ IC: 1d20 ⇒ 13
dmg 3?: 2d8 + 4 + 1 ⇒ (7, 5) + 4 + 1 = 17
| GM MattMorris |
The red wolf will go down after the flurry, if you want to do something else with your other 2 actions.
| Orm Blueleaf |
Orm will ready to trip the big hairy bad if it comes close enough.
Using the roll already for the next attack, that’d be a 23 vs. it’s Reflex DC. I have Titan Wrestler so size isn't an issue I think
| GM MattMorris |
The large creature advances into the room. "Intruders in my lair! And what have you done to my pets?!"
Orm doesn't quite manage to trip him as he closes in. The creature laughs, and you can see its face stretches into an unnaturally large, almost clown-like grin.
"Boo!"
The laughing and expression seem to tear at Orm's psyche!
Critical Success The target is unaffected.
Success The target babbles incoherently and is stunned 1.
Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early. Confused
Group Buffs: Inspire +1/+1
~+~Combat Round 4~+~
Orm (-6, SO)
Orange
Humperdinck (-8, SO)
Thelonius
Derrikk
--Adora (-4)
Map
| Humperdinck Tallfellow |
Humperdinck casts Blindness on the big bad!
DC 21 Fort Save
Crit Pass: No affect
Pass: Blinded until it's next turn
Fail: Blinded for 10 rounds
Crit Fail: Blinded permanently
I'm not 100% sure what the DC should be. I assume it's my "Oralce DC" which is 21
FYI, crazy time is over at work, thank God, but I'm going on vacation for the next week (also thank God)! I'll try to check in every few days, but feel free to bot me if I'm not responsive. I added my character sheet to my profile and here's a pretty version of it: https://pathbuilder2e.com/launch.html?build=51696
Thelonious Junebug
|
Jason, I'm glad you're getting some rest! Enjoy it!
Thelonious will renew the party's inspiration for 1 round, then cast Telekinetic Projectile from where he is.
1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
3d6 + 4 + 1 ⇒ (3, 4, 3) + 4 + 1 = 15
Derrikk
|
Derrikk continues to have Adora attack and to attack from range himself.
calculating damage for everything in case blind hits and effects its AC
jaws: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 for damage: 1d6 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
jaws: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 for damage: 1d6 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
HuntedShot1: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 for damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
HuntedShot2: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21 for damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
HuntedShot1: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 for damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
| GM MattMorris |
The circus troupe unleashes a bevy of attacks and spells at the hulking creature.
Fortitude: 1d20 + 17 ⇒ (1) + 17 = 18
Humperdinck's magic blinds the creature! The spell might where off eventually, but it certainly won't be seeing anyone in this fight.
Blindness has incapacitation, but that will just take it from a critical failure to a failure.
Thelonius's spell hits and one of Derrikk's shots hits its thick hide.
Group Buffs: Inspire +1/+1
~+~Combat Round 4~+~
Orm (-6, SO)
Orange (-21, blind)
Humperdinck (-8, SO)
Thelonius
Derrikk
--Adora (-4)